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-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetFarmTypeCommand.cs91
1 files changed, 91 insertions, 0 deletions
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetFarmTypeCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetFarmTypeCommand.cs
new file mode 100644
index 00000000..0bebd2b7
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetFarmTypeCommand.cs
@@ -0,0 +1,91 @@
+using System.Collections.Generic;
+using System.Linq;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which changes the player's farm type.</summary>
+ internal class SetFarmTypeCommand : ConsoleCommand
+ {
+ /*********
+ ** Fields
+ *********/
+ /// <summary>The vanilla farm type IDs.</summary>
+ private static readonly ISet<int> VanillaFarmTypes = new HashSet<int>(
+ Enumerable.Range(0, Farm.layout_max + 1)
+ );
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public SetFarmTypeCommand()
+ : base("set_farm_type", $"Sets the current player's farm type.\n\nUsage: set_farm_type <farm type>\n- farm type: one of {string.Join(", ", SetFarmTypeCommand.VanillaFarmTypes.Select(id => $"{id} ({SetFarmTypeCommand.GetFarmLabel(id)})"))}.") { }
+
+ /// <summary>Handle the command.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // validation checks
+ if (!Context.IsWorldReady)
+ {
+ monitor.Log("You must load a save to use this command.", LogLevel.Error);
+ return;
+ }
+
+ // parse argument
+ if (!args.TryGetInt(0, "farm type", out int farmType, min: 0, max: Farm.layout_max))
+ return;
+
+ // handle
+ if (Game1.whichFarm == farmType)
+ {
+ monitor.Log($"Your current farm is already set to {farmType} ({SetFarmTypeCommand.GetFarmLabel(farmType)}).", LogLevel.Info);
+ return;
+ }
+
+ this.SetFarmType(farmType);
+ monitor.Log($"Your current farm has been converted to {farmType} ({SetFarmTypeCommand.GetFarmLabel(farmType)}).", LogLevel.Warn);
+ monitor.Log("Saving and reloading is recommended to make sure everything is updated for the change.", LogLevel.Warn);
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Change the farm type to the given value.</summary>
+ /// <param name="type">The farm type ID.</param>
+ private void SetFarmType(int type)
+ {
+ Game1.whichFarm = type;
+
+ Farm farm = Game1.getFarm();
+ farm.mapPath.Value = $@"Maps\{Farm.getMapNameFromTypeInt(Game1.whichFarm)}";
+ farm.reloadMap();
+ }
+
+ /// <summary>Get the display name for a vanilla farm type.</summary>
+ /// <param name="type">The farm type.</param>
+ private static string GetFarmLabel(int type)
+ {
+ string translationKey = type switch
+ {
+ Farm.default_layout => "Character_FarmStandard",
+ Farm.riverlands_layout => "Character_FarmFishing",
+ Farm.forest_layout => "Character_FarmForaging",
+ Farm.mountains_layout => "Character_FarmMining",
+ Farm.combat_layout => "Character_FarmCombat",
+ Farm.fourCorners_layout => "Character_FarmFourCorners",
+ Farm.beach_layout => "Character_FarmBeach",
+ _ => null
+ };
+
+ return translationKey != null
+ ? Game1.content.LoadString(@$"Strings\UI:{translationKey}").Split('_')[0]
+ : type.ToString();
+ }
+ }
+}